Table of Contents
About | |
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While Elisanne has taken quite a liking to her Halloween costume, she still feels more than a little embarrassed to actually wear it. Which of these feelings will win out in the end? Only the vampire herself can decide... |
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CV Info - English | CV Info - Japanese |
Alison Wandzura | Saori Hayami |
Vampaladyn |
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Obtainable as a 5
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Character Stats
Overview
Donning a festive outfit, Elisanne’s holiday variant comes along as a premium Light Lance user. Her kit comes with all kinds of support options on top of DPS that holds its own among the team. Like many Lances, her advantages come through synergistic Skills and a balanced approach to combat. With the addition of her (adjusted) mana spirals, H!Eli gains Vampire Maiden on S2 which helps cycle through her Skill Shifts even faster.Â
Notes about Sacred Maiden’s Skill Shift
An interesting mechanic introduced by Halloween Elisanne is the Skill Shift, which relies on chaining together her first Skill for added party-wide effects. These effects are as follows:
- Phase I has no effect, and is simply Halloween Elisanne’s status after using the first attack.
- Phase II is a teamwide Strength buff & Paralysis application.
- Phase III is a teamwide regen effect & built-in Paralyzed Punisher effect.
Thanks to the SP gain effect of Mischief Maker, recharging 2450 SP for Sacred Maiden is quite easy. High damage uptime and avoiding knockback are key to keeping this cycle going efficiently.
Strengths
Incredibly balanced
The Vampaladyn does a little of everything: Regen, teamwide Strength, and personal DPS. She’s a solid support/damage hybrid complimentary to most any Light team.
Complimentary set
What Lances have over other weapon types is incredibly fast SP charge, and Mischief Maker's skill gauges boosts pump S1's uptime to the max. With new mana spirals, Sacred Maiden also features both Paralysis and Paralysis Punisher effects.
Weaknesses
Long Iframes
This can be used to the player’s advantage, but in a dynamic combat situation, being locked in place is unfavorable. Luckily, Sacred Maiden includes a backstep that fits seamlessly within the Lance combo. Â
Dragon Recommendations
Daikokuten is a powerful pick, with Lance users easily maintaining combo counts from range.
Corsaint Phoenix is even more viable now that Lv. 4 Sacred Maiden inflicts Paralysis.
Cupid boosts damage massively and comes with a support-oriented Skill to boot.
Lindworm works as a STR budget option.
Weapon Recommendations
Budget options:Â Jack-o'-Lance, Thunderbolt
Wyrmprint Recommendations
Pair 1
Vanilla DPS loadout for Paralysis users. RR may be replaced with Dragon and Tamer.
Shared Skill
Sacred Maiden | ||
Lvl 2 | Deals light damage to enemies directly ahead, and activates "Skill Shift" if the attack connects. Phase II adds an additional increase to the entire team's strength, while Phase III adds health restoration. | 200 |
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Lvl 3 | Deals light damage to enemies directly ahead, and activates "Skill Shift" if the attack connects. Phase II adds an additional increase to the entire team's strength, while Phase III adds health restoration. | 300 |
Lvl 4 | Deals light damage to enemies directly ahead, and activates "Skill Shift" if the attack connects. Phase II adds an additional increase to the entire team's strength and inflicts paralysis, while Phase III adds health restoration and deals extra damage to paralyzed foes. |
SP Cost | 7105 | Iframe | Long |
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Unlock Materials |
Light Tome x4
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Cost | 4 | Level | 1 |
Skills
Skill 1
Sacred Maiden | ||
Lvl 1 | Deals light damage to enemies directly ahead, and activates "Skill Shift" if the attack connects. Phase II adds an additional increase to the entire team's strength, while Phase III adds health restoration. | 100 |
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Lvl 2 | Deals light damage to enemies directly ahead, and activates "Skill Shift" if the attack connects. Phase II adds an additional increase to the entire team's strength, while Phase III adds health restoration. | 200 |
Lvl 3 | Deals light damage to enemies directly ahead, and activates "Skill Shift" if the attack connects. Phase II adds an additional increase to the entire team's strength, while Phase III adds health restoration. | 300 |
Lvl 4 | Deals light damage to enemies directly ahead, and activates "Skill Shift" if the attack connects. Phase II adds an additional increase to the entire team's strength and inflicts paralysis, while Phase III adds health restoration and deals extra damage to paralyzed foes. |
SP Cost | 2450 | Iframe | Long |
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Skill 2
Mischief Maker | ||
Lvl 1 | Deals light damage to enemies directly ahead, and fills the user's skill gauges if the attack connects. | 100 |
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Lvl 2 | Deals light damage to enemies directly ahead, and fills the user's skill gauges if the attack connects. | 200 |
Lvl 3 | Deals light damage to enemies directly ahead, and fills the user's skill gauges if the attack connects. Also activates "Vampire Maiden" for 15 seconds. During Vampire Maiden, the user's standard attacks will deal less damage, but the user's skill gauges will fill more quickly. Vampire Maiden will not stack, and the 15-second timer will be reset if it is activated again. | 300 |
SP Cost | 5252 | Iframe | Medium |
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Abilities
Ability 1
Skill Damage +25%
Increases attack skill damage by 25%. |
80
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Upgrades To | |
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Skill Damage +30%
Increases attack skill damage by 30%. |
100
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Upgrades To | |
Skill Damage +35%
Increases attack skill damage by 35%. |
120
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Ability 2
Curse Res +50%
Reduces susceptibility to curses by 50%. |
60 |
Upgrades To | |
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Curse Res +100%
Reduces susceptibility to curses by 100%. |
100 |
Upgrades To | |
Potent Curse Res +100%
Reduces susceptibility to curses by 100%. When the user is hit by an attack that would have cursed them, their strength is increased by 15% for 10 seconds. After activating, this buff will not activate again for 15 seconds. |
120
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Ability 3
Gauge Accelerator +30%
Speeds the rate the mode gauge decreases by 30%. |
80 |
Upgrades To | |
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Gauge Accelerator +35%
Speeds the rate the mode gauge decreases by 35%. |
100 |
Upgrades To | |
Gauge Accelerator +40%
Speeds the rate the mode gauge decreases by 40%. |
110
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Co-Abilities
HP +9%
Increases HP by 9%. Benefits your whole team. |
170 |
Show Upgrades
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Increases HP by 10%. Benefits your whole team. |
Increases HP by 12%. Benefits your whole team. |
Increases HP by 13%. Benefits your whole team. |
Increases HP by 15%. Benefits your whole team. |
Co-Ability Chain
(Light) Above 10 Hits = Strength +6%
If a team member is attuned to (Light): increases their strength by 6% when the combo count is 10 or higher. Benefits your whole team. |
Show Upgrades
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If a team member is attuned to (Light): increases their strength by 7% when the combo count is 10 or higher. Benefits your whole team. |
If a team member is attuned to (Light): increases their strength by 8% when the combo count is 10 or higher. Benefits your whole team. |
If a team member is attuned to (Light): increases their strength by 9% when the combo count is 10 or higher. Benefits your whole team. |
If a team member is attuned to (Light): increases their strength by 13% when the combo count is 10 or higher. Benefits your whole team. |
Total Materials Required
- 1
- 2
- 3
- 4
- 5
- 6